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Show Results For
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All HBS Web
(3,071)
- People (19)
- News (632)
- Research (1,580)
- Events (23)
- Multimedia (31)
- Faculty Publications (965)
- 12 May 2020
- Research & Ideas
It’s Time To Relaunch Your Remote Team
COVID-19 has made virtual work the new normal. In a few short weeks, meeting tools like Zoom, Microsoft Teams, Google Chat, and Slack have gone from a useful supplement to the primary enablers for daily interactions with co-workers....
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by Tsedal Neeley
- 23 Jan 2013
- Research & Ideas
Three-Dimensional Strategy: Winning the Multisided Platform
by facilitating direct connections between multiple types of affiliated customers, which most often leads to network effects. Think of what a shopping mall accomplishes in bringing together a multitude of sellers and buyers who interact...
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by Julia Hanna
- Profile
Bryan Stromer
to continue to build HBS's voice in the space of disability and business. One thing I will take with me from HBS is the confidence I have gained from interacting with my exemplary professors and section mates. While HBS has challenged me,...
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- 30 Jan 2014
- Working Paper Summaries
Modularity and Intellectual Property Protection
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by Carliss Y. Baldwin & Joachim Henkel
- 06 Jun 2013
- Working Paper Summaries
Do Strict Capital Requirements Raise the Cost of Capital? Banking Regulation and the Low Risk Anomaly
- Research Summary
Platform Competition
Technology has challenged the underlying foundations of business, and firms must evaluate and change strategies accordingly. Professor Halaburda studies the interaction of technology and economic theory, and her findings indicate that conventional wisdom and rules... View Details
- September 2017
- Case
Tencent
By: John R. Wells and Gabriel Ellsworth
Tencent had undergone many transformations since it was founded in 1998 as a simple messaging service. In 2017, it was the largest online games provider in China with a wide range of game types, China’s largest social networking service provider with several of the...
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Keywords:
Tencent;
Tencent Holdings;
WeChat;
Social Networking;
Social Networks;
Gaming;
Gaming Industry;
Video Games;
Computer Games;
Mobile Gaming;
Portals;
Payments;
Mobile Payments;
O2O;
Online-to-offline;
E-commerce;
Messaging;
Subscription Model;
Freemium;
Mobile App Industry;
Smartphone;
PC;
Monetization Strategy;
Antitrust;
Streaming;
Cloud Computing;
Artificial Intelligence;
Big Data;
Alibaba;
Facebook;
JD.com;
Tesla;
Bundling;
Synergies;
Digital Strategy;
Imitation;
Licensing;
Agility;
Entry Barriers;
Online Platforms;
Advertising;
Digital Marketing;
Business Ventures;
Acquisition;
Mergers and Acquisitions;
Business Conglomerates;
Business Units;
Business Growth and Maturation;
Business Organization;
For-Profit Firms;
Joint Ventures;
Restructuring;
Communication;
Communication Technology;
Blogs;
Interactive Communication;
Interpersonal Communication;
Entertainment;
Film Entertainment;
Games, Gaming, and Gambling;
Music Entertainment;
Investment;
Investment Portfolio;
Price;
Profit;
Revenue;
Geographic Scope;
Cross-Cultural and Cross-Border Issues;
Global Strategy;
Multinational Firms and Management;
Globalized Markets and Industries;
Business History;
Innovation Strategy;
Technological Innovation;
Business or Company Management;
Goals and Objectives;
Growth and Development Strategy;
Product Positioning;
Social Marketing;
Network Effects;
Emerging Markets;
Market Entry and Exit;
Digital Platforms;
Industry Growth;
Monopoly;
Media;
Distribution Channels;
Product Development;
Service Delivery;
Organizational Change and Adaptation;
Organizational Structure;
Public Ownership;
Problems and Challenges;
Business and Government Relations;
Groups and Teams;
Networks;
Opportunities;
Social and Collaborative Networks;
Strategy;
Adaptation;
Business Strategy;
Commercialization;
Competition;
Competitive Advantage;
Competitive Strategy;
Cooperation;
Corporate Strategy;
Diversification;
Expansion;
Horizontal Integration;
Vertical Integration;
Segmentation;
Information Technology;
Internet and the Web;
Mobile and Wireless Technology;
Internet and the Web;
Applications and Software;
Information Infrastructure;
Digital Platforms;
Internet and the Web;
Mobile and Wireless Technology;
Value Creation;
Communications Industry;
Entertainment and Recreation Industry;
Financial Services Industry;
Information Industry;
Information Technology Industry;
Media and Broadcasting Industry;
Motion Pictures and Video Industry;
Music Industry;
Service Industry;
Technology Industry;
Telecommunications Industry;
Video Game Industry;
Web Services Industry;
Asia;
China;
Canton (province, China)
Wells, John R., and Gabriel Ellsworth. "Tencent." Harvard Business School Case 718-426, September 2017.
- Web
Summer Associates | Social Enterprise | Harvard Business School
one-on-one mentorship Regular meetings throughout summer, and mid-summer and end of summer feedback sessions Interaction with other members of staff and key constituencies, including clients, board members, and partnering organizations A...
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- 14 Mar 2022
- Research & Ideas
Lessons from COVID-19: The Business Skills Doctors Need
students learn how to diagnose and properly treat patients, they also confront problems of supply management, operations design, and communications. “As you are working on clinical skills that involve interacting with patients,” Huckman...
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- 13 Apr 2009
- Research & Ideas
Kind of Blue: Pushing Boundaries with Miles Davis
force them to listen—to each other, to the interaction between the company and its customers, and to the market. Q: Kind of Blue was recorded in two short sessions of only five and three hours, respectively, and Davis often used only the...
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- Web
Industry Information - Alumni
the industry. eMarketer Research firm covering digital marketing, media and commerce. Although its research is for subscribers only, its articles can be accessed for free and users can sign up for an email newsletter. Interactive...
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- 26 Nov 2001
- Op-Ed
Why Corporate Budgeting Needs To Be Fixed
companies have budgets in the first place is to help coordinate the disparate parts of their businesses. By openly sharing accurate information and basing decisions on a common set of numbers, the thinking goes, you ensure harmonious View Details
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by Michael C. Jensen
- 06 Oct 2010
- Research & Ideas
John Kotter: Four Ways to Kill a Good Idea
stories, about which most people do not know the details, can be lethal. "What about the Teledix project [which no one has ever heard of] and the competitive strategy we have for the TX line of products [a strategy that half the people in the room know nothing...
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by John Kotter & Lorne A. Whitehead
- 05 May 2011
- What Do You Think?
How Ethical Can We Be?
with whom we interact judge us differently than we judge ourselves? Phil Clark commented that "Ethics is in the 'eye of the beholder,' not the person carrying out the action." We may rationalize our behaviors depending on, as R....
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by Jim Heskett
- 02 Apr 2007
- Lessons from the Classroom
Making the Move to General Manager
first is their "living group," a mixture of participants with whom they live and interact on-campus. "For instance, I might write that my organization is merging and that my leadership challenge involves merger integration;...
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by Martha Lagace
- Web
Data Storage - Research Computing Services
Whether you are doing batch or interactive work, at times you may need a temporary location to stash files that you will not keep, or your software may require a 'working', or temporary, directory. In most cases, you should not use your...
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- 05 Sep 2018
- Research & Ideas
The Hidden Benefit of Giving Back to Open Source Software
interacts with outside its boundaries, whether that’s open source software or the community or the environment, can start to have big implications for the competitive advantage and the success of the firm.” Do open source benefits scale?...
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- 09 Jun 2024
- Blog Post
The EC Formula: MBA Class of 2024 Looks Back
partners, the course acknowledges that we are all salespeople at some point in our lives. Taking part in a course where there’s different simulations every week that allow you to interact with various stakeholders to figure out if your...
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- 18 Apr 2000
- Research & Ideas
Learning in Action
their way up the mountain. After the two days testing, and constant interactive feedback, the design team returned to headquarters and immediately debriefed and extracted key learnings. Prototypes were quickly developed and sent to...
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by David A. Garvin
- 01 Apr 2020
- Blog Post
The Product Design Sprint - 5 Things I Learned in Launch Lab 1
interacted with the product and learn about how they received it. After these interviews, it was clear that the optimal product was a blend of the two solutions. 3. Find a problem first, then start solving it. When conducting initial...
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